"Counterstrike" is a reference to the Half-Life mod Counter-Strike, and its subsequent sequel. In the Counter-Strike series, you are either a terrorist or a counter terrorist operative and your goal is to stop the other from completing their objective. On a dark map, players would generally use night vision goggles which don't produce light which would give away their position to the enemy.

"Pwned" is a typical online gaming term meaning beaten, killed or trapped/tricked.

The "grue" is a predator in the game franchise Zork. Grues fear light, but love to devour adventurers entering the dark. Therefore, you cannot win the game without owning some light source.

Zork is a typical text-adventure, in which you play turn-based (like chess). The computer spits out some textual context, you enter a command (GO <direction>, TAKE <object>, KILL <person>, LOOK AT <object> etc.), and the computer responds by giving the outcome of your command. This scarce context arose from the fact that games in the 1970s and 1980s needed to run on limited memory and microprocessor capacity. During the last 20 years, these barriers were broken down, and games in graphical context, and running in real-time were made possible.

Randall returns Counterstrike to the text-context of Zork, stating thereby that no player used to the real-time, graphical atmosphere of the former would have any appeal to the turn and text-based dynamics of the latter. And yes, that indeed is an initiation to the discussion mentioned in the image text.

The title text mentions adventure games from the early days of personal computers like the IBM-XT, Atari, or C64. That games were based on an interactive story and the player had to solve a puzzle on this by only communicating to the application using a keyboard or later even a mouse. The more modern way of playing games is the genre of Role Playing Games (RPG) where the player controls a character who changes in ability and often involve a combat component.

Discussion

Rikthoff (talk) Does anybody know why this comic is stored in Portable Graphic Format (PNG) instead of JPEG? Is this an inside joke? -- 12:29, 3 August 2012‎ (UTC)

Guest: An alternate way to look at this uses the same three cultural acknowledgements, but with a little more of thoughtful understanding. The grue lies in wait in the dark and devours the player, and likewise a 'camper' player in CS would wait for a player and kill them upon entry. It can be looked at that the blindness of entering the room that the camper kills the player at is comparable to the darkness that the grue eats the player from. All-in-all this amounts to a frustrating experience of dying in a game, and so a correlation is drawn. Because they seem to be similar frustrations, in which the only effective difference is whether you read it or see it, the text thus implies that there is no actual leverage that makes graphical games favored.
It may also further extend from this to additionally taunt the relatively basic slang of getting killed in Counter-Strike being immature, brief, and unfulfilling compared to the larger descriptions that try to pull the player into the game that was needed for Zork to accommodate for the lack of graphics. 66.177.70.225 (talk) 03:20, 20 September 2012‎ (UTC) (please sign your comments with ~~~~)

It's not worth changing the description, as it's not relevant to the context, but Zork was not "typical" because it could understand more complex commands than most other (non-Infocom) text adventures, like "kill the troll with the axe". Mark Hurd (talk) 12:33, 13 April 2013 (UTC)

You know, it's not just (standard) processor and memory improvements that led to graphical games but (unsurprisingly) actual graphical capability... Text-based games (including MUDs) could be played on anything, even text-only terminals and over telnet connections and the like. Graphical capabilities beyond CGA (which limits us to ASCII-art or 'ASCII-shaded' depictions of things, in leiu of sticking to text-only descriptions) allowed a progression to FPS-ish, via the likes of graphical tile-based games (although see Dwarf Fortress as a game that could have been text-only in its tile-ness, albeit that even the vanilla character-based display is implemented with graphics of said characters), and even if it was EGA you could now get graphics, and have to start worrying about whether you could calculate the image quickly enough to start looking at pre-Dooms, especially when you don't yet necessarily have anything approximating a separate GPU and graphics RAM... Which is much as originally said, but... ;)

Oh, and (referencing Rikthoff's question) IMO the .PNG format is far more suited to Randall's comics than .JPG, so I'm not sure there's any inside-joke. Indeed, some of the other early comics with colours (that may have been saved as JPEGs, I haven't checked) appear to have quite a lot of artefacts in them, but I don't know if anyone's enumerated the formats used. Certainly the very latest are PNG, which I say is all for the best. I can think of at least one (the Steve Jobs memorial one) that was almost certainly .GIF, because it needed animation. Inferior to .PNG, but still superior to JPEG for largely monochrome line-drawings (and not bad even for colour-filled ones, if not requiring the full gamut of colours that the current favoured format technically allows). 178.98.31.27 05:50, 24 June 2013 (UTC)

I doubt the reference is to a Command & Conquer expansion pack and not to the Half-Life expansion pack, though there's nothing in the strip itself to say either way. --Alex (talk) 21:39, 18 April 2014 (UTC)

I agree. I've put more time into C&C than CS and I immediately connect this with the Valve game. Additionally, units in C&C are inherently light sources, so they are grue-proof. I am going to change the explain. 173.245.54.63 18:06, 23 July 2016 (UTC)

I made an edit to change the definition of RPG -NotAnAccount 173.245.56.111 21:16, 24 September 2015 (UTC)

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